4,087 Commits over 701 Days - 0.24cph!
team_bag_label_fixes -> main
Rewrite team bag labels to just use save/load rather than bothering with RPC
Refresh all team bags when someone joins or leaves the team
Ensure building priv and hammer are required (this was stomped somewhere)
gunshot_network_range_improvements -> main
Ensure the AK variants have the same sound range as the base ak
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
head_lookdown_debug -> main
Occassionally if a players head look angle > 140 degrees consistently for prolonged update cycles, it could lose its pitch data, only preserving the yaw
decor_lighting_dlc -> main
Deployable snapping for the table lamp
Deployable snapping for the Mannequin
Added snapping to the spotlight
Added snapping support to the two types of beanbag
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
LR and AK can be heard from 500 meters away
gunshot_network_range_improvements -> main
Restored bolt and l9 to be 700 meters
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
main -> gunshot_network_range_Improvements
syncvar_load_fix_2 -> main
Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one
Boolean to decide if changing that specific syncvar should invalidate the network cache or not
Serverside callback when the server syncvar changes
syncvar_loading_fix -> main
Stop syncvar autoload only running on the client
gunshot_network_range_improvements -> main
Bolty and l96 can be heard from up to 700~ meters away
Max before was around 350
decor_lighting_dlc -> main
syncvar_load_fix -> decor_lighting_dlc
Fix some syncvars not loading in properly
Add parrelsync so i dont need to redownload the rust project to have two editors
Prevent zoomitem NRE - check if the sky is null first
main -> gunshot_network_range_improvements
Fixed a bug causing simple signal broadcast happen when it should be the more complex one
More debug logging
Set MP5 high for the same reason
Every projectile weapon now has a maximum effect distance that the effect can be heard
Set the bolt to an insanely high value (FOR TESTING - NOT FINAL)
Effects can now be provided with a max distance
If this new max distance is provided then we will do an additional distance check to see if the effect should be sent to any connection within the new max distance
Eg effect will check distance to see if the other player is close enough regardless of default network range
Add in convar to enable/disable long distance sounds, force the longer ShouldNetworkTo entity signal check if i or occlusion are enabled
Only show sleepingbag team labels if:
Sleeping bag and player are in building priv
Have a hammer out
Fix a problem which would sometimes not display your favourite servers
Reduce the amount of search pruning: it was too severe:
We were overly pruning servers based on wipe and play times, but servers in the favourites aren't guaranteed to having these values.
This was causing us to excessivly prune search results that didnt need to be pruned.
Remove left over log in loading screen
▆▊▌█▇▄▍█▍▇█ █▅▅▋▇ ▋▊ █▉▅▇▄▄ █▋█▋██▅▌ █▊▉▍ ▅▇▊▋ ▅▉ ▊▊▇ ▊▄▉ ▅▉▅█▇██▍▉▌ ▍▊▉▅▍▉ ▅▉▄
Can drive in between obstacles better
Left side preference seems to be the way to go
Increase distance awareness
Better avoidance model
Rather than appending left,right,left,right directions append all left centre then right
When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left
Flip steering direction (was steering left when meant to be right)
Very simple, half working obstacle avoidance
Add classic boat wandering state